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Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.

Interests:Helping people who think they're RIL PRO, then come here crying that this or that doesn't work for them.

Posted 20 January 2009 - 08:58 PM

A little note though:
this patch still does not fix the issue, that you won't get removed from your horse when you go into a building. I think Whoami is right, the extractor still misses some data from 3.0.3, this is one of those informations...

Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.

Interests:Helping people who think they're RIL PRO, then come here crying that this or that doesn't work for them.

Posted 21 January 2009 - 10:20 AM

Already 12 downloads, and no comments so far? I need those test results for continuous development. It seems to be working properly, but I have to know if someone found something bad, because then I have to re-check my theory and the code.

Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.

it works good!!! good job, found some bug:
in caves/dungeons when some monsters attack you and
when you leave combat but not killing monster, when monster
come to their initial position you can't attack him again.
Neither monster attack you again, but this is happen only on some monsters
not all...
Thanks for the patch btw!!

Interests:Helping people who think they're RIL PRO, then come here crying that this or that doesn't work for them.

Posted 21 January 2009 - 03:07 PM

lakilak, on Jan 21 2009, 06:51 PM, said:

it works good!!! good job, found some bug:
in caves/dungeons when some monsters attack you and
when you leave combat but not killing monster, when monster
come to their initial position you can't attack him again.
Neither monster attack you again, but this is happen only on some monsters
not all...
Thanks for the patch btw!!

P.S. sorry on my english.

Your english is quite readable (much better than many other's).

I think this "leaving-combat and can't attack next time the same mob" problem is not related to vmaps.

To others:
Northrend might got more bugs, Kalimdor and Eastern Kingdom seems to be OK.
If you use this vmap assembler, you had to use the ArcEmu-supplied ad.exe and the vmapextractor_v3.exe to make the buildings directory (these are the ones you can find in the SVN).

Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.

I think this "leaving-combat and can't attack next time the same mob" problem is not related to vmaps.

I think it is, because:
1. when wall is between his route he stack at wall and can't back to start position
2. is he manage to find a way to his initial position when I try to attack him
have this message: "Target not in line of sight." even if I stand next to him

Interests:Helping people who think they're RIL PRO, then come here crying that this or that doesn't work for them.

Posted 21 January 2009 - 03:20 PM

lakilak, on Jan 21 2009, 09:16 PM, said:

I think it is, because:
1. when wall is between his route he stack at wall and can't back to start position
2. is he manage to find a way to his initial position when I try to attack him
have this message: "Target not in line of sight." even if I stand next to him

You seem to be right! (or at least this makes sense to me)
It's true, that mobs don't have a working path-finding algorithm, they just march back to their start position in a straight line... Maybe with this behavior something gets borked if they cross walls or other normally non-passable objects on their way back

Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.

Already 12 downloads, and no comments so far? I need those test results for continuous development. It seems to be working properly, but I have to know if someone found something bad, because then I have to re-check my theory and the code.

Interests:Helping people who think they're RIL PRO, then come here crying that this or that doesn't work for them.

Posted 22 January 2009 - 12:24 PM

sergio066, on Jan 22 2009, 05:52 PM, said:

Hello vlack here are my results.

Working

- Hills are working fine

- You cannot attack NPC through the wall means LOS char to NPC working fine

Not Working

- Starting DK zone not working with collision enabled you will fall through Heart of Acherus

- NPC will attack you through the wall if you get close to them Tested in Halls of Lightning and Stone Watch Keep means LOS NPC to char not working ,

I used all your files and of course collision is enabled !!!!!

Thank you for the testing and the report!

I suspect that the "new content" (which were not present in 2.4.3, like Northrend and DK zone) will surely have problems, it's maybe an extractor issue (Whoami told me about a few things, so the extractor needs some improvement too, maybe building walls get missed or viewed as transparent, or something).

First I'll look into "NPC to Player" LOS checks in the core, especially around Stone Watch Keep (as if you had problems there, it's the perfect place to test out things).

So again, thank you for the feedback.

Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.

Interests:Helping people who think they're RIL PRO, then come here crying that this or that doesn't work for them.

Posted 27 January 2009 - 04:54 AM

santopazzo, on Jan 27 2009, 09:52 AM, said:

You tried to fix maps with landwalker? with new collision dll?

Umm... What?
New collision dll? Where? I haven't seen new SVN commits about vmap management...

This patch fixes the vmap assembler. It has nothing to do with landwalker; I never used that, vmaps are just good as they are, as they come out of the fixed assembler.

Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.

You seem to be right! (or at least this makes sense to me)
It's true, that mobs don't have a working path-finding algorithm, they just march back to their start position in a straight line... Maybe with this behavior something gets borked if they cross walls or other normally non-passable objects on their way back

Should probably implement something like this:
I think wayland is working on it.

Walkable areas are automatically generated (most likely) with tracers that determits the angle of the surface using normals.

This person is known for trolling, flaming and extreme ignorance. Respond to at own risk.

Interests:Helping people who think they're RIL PRO, then come here crying that this or that doesn't work for them.

Posted 27 January 2009 - 04:53 PM

santopazzo, on Jan 27 2009, 10:04 PM, said:

this is the result after the use of landwalker:
...
now i have to try this vmaps in the server ^^

Well, now that you told me about this, I'll try it too when I have time
Just for curiosity, how long did it take for landwalker to do the fixes on the vmap data? (An estimated time would be great, and please tell me, on what CPU you achieved that time?)

Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.

Interests:Helping people who think they're RIL PRO, then come here crying that this or that doesn't work for them.

Posted 29 January 2009 - 05:05 PM

Muffler, on Jan 29 2009, 07:04 PM, said:

hmm
Inn not work i mean char not have Zzz

This is the same issue as you won't get removed from your horse.

You get Zzz in cities though (that's another type of check I think, that's why it's working).

Current vmaps data is only good for:
-Terrain height check
-LOS check

The other checks (IsIndoor, etc.) currently does not function on it. I think this is a 2.4.3->3.0.3 format change issue, so it needs additional work (maybe even on the extractor, we'll see). There's a change in how the in-door status is checked on a tile (TileAssembler.cpp), so maybe I should look into that first.

Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.